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Moving trees

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8 years ago
These new moving trees are killing my FPS, to the point of getting me down to 5 FPS in maps like quicksilver in game start. How do i disable them?
Old trees were also huge FPS eaters, but this is riddiculous. Is there any way to use simplified models, 2d pictures or something like that?
+3 / -0
ESrankElTorero please try 0ad and tell me if the trees in that game lag you to 5fps as well.
+0 / -0

8 years ago
Are you sure it's the swaying trees?
Try /advmodelshading ingame and see how much it changes (it will also considerably change unit rendering, so try it on game start).
+0 / -0
/advmodelshading doesn't make any difference, not even console feedback.
It's the trees for sure, when i zoom out to the point when trees stop being disabled my FPS go from 10 to 30.

I am not the only one that with lag problems due to trees AFAIK. My GPU is old, but I can play most maps pretty well. The ones that use these tree models are pretty laggy, and since the trees have started moving it has gotten worse.
+0 / -0
8 years ago
THE TREES HAVE STARTED MOVING!!!!



BRACE YOURSELVES LITTLE GOBLINS!!!!!
+3 / -0


8 years ago
Does /advmodelshading not disable moving trees?
+0 / -0


8 years ago
Would be nice to have an option to disable moving trees only.
Although I didn't notice much lag, I found them very visually distracting.
+0 / -0
8 years ago
quote:
Does /advmodelshading not disable moving trees?

In my case it doesn't.
+0 / -0

8 years ago
#1 This doesn't happen on all maps or for all trees - it should.
#2 Unless I'm mistaken, ZK doesn't use the newest version of model shaders (one located in BAR). I have a plan to update the upstream version with it, and it should allow for much more efficient unit shaders.
+0 / -0


8 years ago
Quicksilver has rather dense clusters of trees with many polygons. This causes many polygons to be rendered at once with the shader enabled. It should not be that expensive but for some reason it is.

Iirc Beherith's version of Altair (the one featured in ZK) also has the same trees in similar quantities. Check if it lags; it should.

Most other maps don't come close to that amount of tree vertices drawn simultaneously.
+0 / -0

8 years ago
The reason it's expensive with the shader on is the DrawUnit callin that gets called every draw frame for every feature. The new version of the shader framework uses the engine for that which significantly increases performance.
+0 / -0

8 years ago
JPrankgajop the new CUS is used, so DrawFeature isn't called for every feature every frame.
+0 / -0

8 years ago
Oh? So how come no one is updating upstream? -.-
+0 / -0


8 years ago
I think I got the shader from BAR and it uses SVN. I think I posted about my changes but did not attempt to make changes to an SVN repository.
+0 / -0

8 years ago
I'd appreciate it if changes were merged here https://github.com/jk3064/Custom-Unit-Shader-Framework (upstream)
+0 / -0


8 years ago
The diff is too difficult for me to do that quickly. I have a lot of changes.
  • 40% is the removal of reverse compatibility for 97.0 and 101.0.
  • 10% seem to be changes inherited from BAR that I don't understand.
  • 30% is random variable renames.
  • 20% is ZK specific stuff such as adding the ability for other gadgets to change a units shader (Commander skins).

The ZK specific changes involved making shaders apply by unitDefID instead of unitDefName. The upstream CUS expects model materials to be in a table of unitNames and has a whole bunch of internal validation and translation to turn unitNames into unitDefIDs. This process rejects invalid unitNames.

For Commander skins I made CUS expect unitDefIDs and not care if it is sent supposedly invalid table keys. Then I send the Commander skin model materials with string keys and added a UnitRulesParam to enable the usual unitDefID shader key to be overriden by other gadgets. The commander gadget sets this UnitRulesParam to the appropriate string and the Commander receives a different skin.

In short the changes are potentially arguable and I don't want to argue (jK scares me).
+0 / -0
8 years ago
Simple solution - get graphics card
+0 / -3
8 years ago
How do I disable swaying trees if /advmodelshading doesn't do anything? I just want to disable it.
+0 / -0

8 years ago
This isn't [just] a raw GPU issue. My admittedly not uber but not quite out of date either GTX 770 noticed the trees as well.
+0 / -0

8 years ago
AUrankAdminGoogleFrog:
I think the backward compatibility can be removed safely now.
The other stuff you mentioned probably isn't needed, but what's needed is the most important stuff (which I assume BAR has) that has to do with DrawFeature/DrawUnit not always being invoked and relying on engine-provided frame uniform for tree swaying.

It seems I will have to do some of this work myself. I'll base it on the ZK version I guess. More on this later...
+0 / -0
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